export default class Block {

    constructor(fallingLane, color, iter, distFromHex, settled) {
		// whether or not a block is rested on the center hex or another block
		this.settled = (settled === undefined) ? 0 : 1;
		this.height = settings.blockHeight;
		//the lane which the block was shot from
		this.fallingLane = fallingLane;

			this.checked=0;
		//the angle at which the block falls
		this.angle = 90 - (30 + 60 * fallingLane);
		//for calculating the rotation of blocks attached to the center hex
		this.angularVelocity = 0;
		this.targetAngle = this.angle;
		this.color = color;
		//blocks that are slated to be deleted after a valid score has happened
		this.deleted = 0;
		//blocks slated to be removed from falling and added to the hex
		this.removed = 0;
		//value for the opacity of the white blcok drawn over falling block to give it the glow as it attaches to the hex
		this.tint = 0;
		//value used for deletion animation
		this.opacity = 1;
		//boolean for when the block is expanding
		this.initializing = 1;
		this.ict = MainHex.ct;
		//speed of block
		this.iter = iter;
		//number of iterations before starting to drop
		this.initLen = settings.creationDt;
		//side which block is attached too
		this.attachedLane = 0;
		//distance from center hex
		this.distFromHex = distFromHex || settings.startDist * settings.scale ;

		this.incrementOpacity = function() {
			if (this.deleted) {
				//add shakes
				if (this.opacity >= 0.925) {
					var tLane = this.attachedLane - MainHex.position;
					tLane = MainHex.sides - tLane;
					while (tLane < 0) {
						tLane += MainHex.sides;
					}

					tLane %= MainHex.sides;
					MainHex.shakes.push({lane:tLane, magnitude:3 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)});
				}
				//fade out the opacity
				this.opacity = this.opacity - 0.075 * MainHex.dt;
				if (this.opacity <= 0) {
					//slate for final deletion
					this.opacity = 0;
					this.deleted = 2;
					if (gameState == 1 || gameState==0) {
						localStorage.setItem("saveState", exportSaveState());
					}
				}
			}
		};

		this.getIndex = function (){
			//get the index of the block in its stack
			var parentArr = MainHex.blocks[this.attachedLane];
			for (var i = 0; i < parentArr.length; i++) {
				if (parentArr[i] == this) {
					return i;
				}
			}
		};

		this.draw = function(attached, index) {
			this.height = settings.blockHeight;
			if (Math.abs(settings.scale - settings.prevScale) > 0.000000001) {
				this.distFromHex *= (settings.scale/settings.prevScale);
			}

			this.incrementOpacity();
			if(attached === undefined)
				attached = false;

			if(this.angle > this.targetAngle) {
				this.angularVelocity -= angularVelocityConst * MainHex.dt;
			}
			else if(this.angle < this.targetAngle) {
				this.angularVelocity += angularVelocityConst * MainHex.dt;
			}

			if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
				this.angle = this.targetAngle;
				this.angularVelocity = 0;
			}
			else {
				this.angle += this.angularVelocity;
			}

			this.width = 2 * this.distFromHex / Math.sqrt(3);
			this.widthWide = 2 * (this.distFromHex + this.height) / Math.sqrt(3);
			//this.widthWide = this.width + this.height + 3;
			var p1;
			var p2;
			var p3;
			var p4;
			if (this.initializing) {
				var rat = ((MainHex.ct - this.ict)/this.initLen);
				if (rat > 1) {
					rat = 1;
				}
				p1 = rotatePoint((-this.width / 2) * rat, this.height / 2, this.angle);
				p2 = rotatePoint((this.width / 2) * rat, this.height / 2, this.angle);
				p3 = rotatePoint((this.widthWide / 2) * rat, -this.height / 2, this.angle);
				p4 = rotatePoint((-this.widthWide / 2) * rat, -this.height / 2, this.angle);
				if ((MainHex.ct - this.ict) >= this.initLen) {
					this.initializing = 0;
				}
			} else {
				p1 = rotatePoint(-this.width / 2, this.height / 2, this.angle);
				p2 = rotatePoint(this.width / 2, this.height / 2, this.angle);
				p3 = rotatePoint(this.widthWide / 2, -this.height / 2, this.angle);
				p4 = rotatePoint(-this.widthWide / 2, -this.height / 2, this.angle);
			}

			if (this.deleted) {
				ctx.fillStyle = "#FFF";
			} else if (gameState === 0) {
				if (this.color.charAt(0) == 'r') {
					ctx.fillStyle = rgbColorsToTintedColors[this.color];
				}
				else {
					ctx.fillStyle = hexColorsToTintedColors[this.color];
				}
			}
			else {
				ctx.fillStyle = this.color;
			}

			ctx.globalAlpha = this.opacity;
			var baseX = trueCanvas.width / 2 + Math.sin((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdx;
			var baseY = trueCanvas.height / 2 - Math.cos((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdy;
			ctx.beginPath();
			ctx.moveTo(baseX + p1.x, baseY + p1.y);
			ctx.lineTo(baseX + p2.x, baseY + p2.y);
			ctx.lineTo(baseX + p3.x, baseY + p3.y);
			ctx.lineTo(baseX + p4.x, baseY + p4.y);
			//ctx.lineTo(baseX + p1.x, baseY + p1.y);
			ctx.closePath();
			ctx.fill();

			if (this.tint) {
				if (this.opacity < 1) {
					if (gameState == 1 || gameState==0) {
						localStorage.setItem("saveState", exportSaveState());
					}

					this.iter = 2.25;
					this.tint = 0;
				}

				ctx.fillStyle = "#FFF";
				ctx.globalAlpha = this.tint;
				ctx.beginPath();
				ctx.moveTo(baseX + p1.x, baseY + p1.y);
				ctx.lineTo(baseX + p2.x, baseY + p2.y);
				ctx.lineTo(baseX + p3.x, baseY + p3.y);
				ctx.lineTo(baseX + p4.x, baseY + p4.y);
				ctx.lineTo(baseX + p1.x, baseY + p1.y);
				ctx.closePath();
				ctx.fill();
				this.tint -= 0.02 * MainHex.dt;
				if (this.tint < 0) {
					this.tint = 0;
				}
			}

			ctx.globalAlpha = 1;
		};
	}

	findCenterOfBlocks(arr) {
		var avgDFH = 0;
		var avgAngle = 0;
		for (var i = 0; i < arr.length; i++) {
			avgDFH += arr[i].distFromHex;
			var ang = arr[i].angle;
			while (ang < 0) {
				ang += 360;
			}

			avgAngle += ang % 360;
		}

		avgDFH /= arr.length;
		avgAngle /= arr.length;

		return {
			x:trueCanvas.width/2 + Math.cos(avgAngle * (Math.PI / 180)) * avgDFH,
			y:trueCanvas.height/2 + Math.sin(avgAngle * (Math.PI / 180)) * avgDFH
		};
	}
}
